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Asking for help with old Quake mods

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reckless

Posts: 1627

Joined: Thu Jan 24, 2008 12:04 pm

Location: inside tha debugger

Post Fri Aug 26, 2011 2:17 pm

spoke to soon nhancer still not working it closes immediatly :(
well atleast theres an alternative http://www.geeks3d.com/20110305/nvidia- ... available/

to use it open nvidiainspector.exe and select the button just after the display of driver version. A new window will open and at the top of that window theres a profiles tab with an arrow, expand this by clicking it and select quake from profiles now click apply changes.
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reckless

Posts: 1627

Joined: Thu Jan 24, 2008 12:04 pm

Location: inside tha debugger

Post Fri Aug 26, 2011 2:25 pm

Image


Image


this shows how.
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Spike

Posts: 2063

Joined: Fri Nov 05, 2004 3:12 am

Location: UK

Post Fri Aug 26, 2011 2:53 pm

you'll need to add a profile for nprquake and stuff as its generally not possible to tell what project something is based upon, at least when its starting up.
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reckless

Posts: 1627

Joined: Thu Jan 24, 2008 12:04 pm

Location: inside tha debugger

Post Fri Aug 26, 2011 5:23 pm

hmm i been trying out several older engines with the stock profile it seems to work ok.

not quite sure which other changes in opengl might bug it up though.
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gdiddy62

Posts: 51

Joined: Sat Jan 15, 2011 3:29 am

Post Sat Aug 27, 2011 1:47 am

Reckless,
Wow, thanks so much for all of the effort and time you had to spend on trying to solve this issue. You're NPR exe still gave me an error unfortunately. I'm not at home this weekend until Sunday so I'll try your other options then!
I really appreciate your time and effort.
I'm still afraid that some of these old mods are not going to be playable on new systems which is depressing.
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reckless

Posts: 1627

Joined: Thu Jan 24, 2008 12:04 pm

Location: inside tha debugger

Post Sat Aug 27, 2011 3:09 am

all in a days work :) only happy to help out.

i suspected there might still be some buggers left with the nprquake source its fixable but will take some time. as for xwar im out of options if the nvidiainspector workaround doesnt apply since theres no source i can fix :/ if anyone by chance have it ill give it a shot.
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gdiddy62

Posts: 51

Joined: Sat Jan 15, 2011 3:29 am

Post Tue Sep 13, 2011 2:57 am

Re: Asking for help with old Quake mods

Have had no luck with Xwar using your ideas. Have you tried any other ideas with NPR??
Thanks
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reckless

Posts: 1627

Joined: Thu Jan 24, 2008 12:04 pm

Location: inside tha debugger

Post Thu Sep 15, 2011 7:00 pm

Re: Asking for help with old Quake mods

Not lately as im deep in Msys2 development (not quake related) its a compiler/shell.

I havent been able to get a hold on the xwar source but nprquake should be fixable ill see if i can squueze in some time to get it working.

Ill return when i got something workable.
Productivity is a state of mind.
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gdiddy62

Posts: 51

Joined: Sat Jan 15, 2011 3:29 am

Post Mon Sep 26, 2011 2:09 am

Re: Asking for help with old Quake mods

Thanks!
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mh

User avatar

Posts: 2172

Joined: Sat Jan 12, 2008 1:38 am

Post Mon Sep 26, 2011 12:40 pm

Re: Asking for help with old Quake mods

This one is old news.

If you have the engine source, find any line that looks like this:
  Code:
Con_Printf ("GL_EXTENSIONS: %s\n", gl_extensions);

And delete it.

Increasing the varargs buffer size is a temp fix at best. Give it 2, 5, 10 or whatever years, and it's just going to be overflowing again.

Chopping the extensions string is ugly, but if you really must print the extensions string (I suppose it's useful for debugging purposes) then I guess it's a bit better.

Ideally you'd parse each extension out of the string and print them individually. The OpenGL spec guarantees that each extension name is going to be followed by a space, so there's your delimiter. Make sure that Con_Printf doesn't trigger an SCR_UpdateScreen if so because startup might take a looooooooong time otherwise (Con_SafePrintf is good to use here).

If you limit the string in your driver you'd better hope that the extensions that get chopped off aren't ones that you're going to need.

DirectQ doesn't have this bug because it uses Direct3D. Only OpenGL has GL_EXTENSIONS after all.
Like the fifth day of playing 24-hour Scrabble when you don't want to use any letters because each one means a world to you because you're so deranged.
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gdiddy62

Posts: 51

Joined: Sat Jan 15, 2011 3:29 am

Post Fri Oct 14, 2011 11:35 pm

Re: Asking for help with old Quake mods

mh,
I know absolutely nothing about manipulating source-code and recompiling. Could you help on this issue please?
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reckless

Posts: 1627

Joined: Thu Jan 24, 2008 12:04 pm

Location: inside tha debugger

Post Sat Oct 15, 2011 2:31 am

Re: Asking for help with old Quake mods

actually i managed to dig up the source for it :)

http://www.alienter.com/oldsite/projects/xwar.htm

so now just to fix the code.
Productivity is a state of mind.
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gdiddy62

Posts: 51

Joined: Sat Jan 15, 2011 3:29 am

Post Sun Oct 16, 2011 12:21 am

Re: Asking for help with old Quake mods

Cool! I can now look forward to both of these working on my system soon.

Thanks reckless, can't wait to see your work on this!!

Regards
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reckless

Posts: 1627

Joined: Thu Jan 24, 2008 12:04 pm

Location: inside tha debugger

Post Sun Oct 16, 2011 2:42 am

Re: Asking for help with old Quake mods

np m8 it took some digging around but it may also be of interrest to others so in the end its good news for all :)
allmost done with the parts that are problematic so in a few days if im satisfied its stable ill upload an executable to replace the old one from xwar.
Productivity is a state of mind.
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gdiddy62

Posts: 51

Joined: Sat Jan 15, 2011 3:29 am

Post Sun Oct 16, 2011 5:18 am

Re: Asking for help with old Quake mods

reckless,
I believe that others are still as excited about these old mods working as I am. NPR and X-War were among my favorites from back in the early days of Quake and bring back many memories of my first experiences with mods. I am excited to play through Quake with both of these mods soon.

Thanks again for your time on these!!
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